I'm doing heavy computation using the GPU, which involves a lot of render-to-texture operations. It's an iterative computation, so there's a lot of rendering to a texture, then rendering that texture to another texture, then rendering the second texture back to the first texture and so on, passing the texture through a shader each time.
My question is: is it better to have a separate FBO for each texture I want to render into, or should I rather have one FBO and bind the target texture using glFramebufferTexture2D
each time I want to change render target?
My platform is OpenGL ES 2.0 on the iPhone.